[UE4] How To Fill The Joints Of Multiple Meshes Displaced By Heightmap?

As shown in the figure, I’m looking for a way to eliminate the seam between two meshes that have undergone world displacement with a heightmap.

The material world displacement is assigned in tif file format.
So, as a solution, I would like to try a method such as setting and changing the polygon coordinates of the edges of the mesh and the tif file to be imported.
Thank you for your cooperation.

I created an open world of 8x8 level streamed height maps. If each height map has the same “Landscape Actor” for its Landscape Proxy, UE will automagically stitch them together.

Unfortunately, while UE plugs the holes, it doesn’t do a good job when the heightmap varies between each heightmap section of which I had to “manually” go in and Sculpt->Smooth all seams that were noticeably bad.

If you can find a way to smoothly seam each heightmap together, please share how you accomplished this.

For example… …the “X” is the intersection of 4 heightmaps that UE stitched together; however, the UE result noticeably needs some attention… …so… …it “works” but not really…

Thank you for replying!
I’d like to do what you suggested, but in fact, as the title says, it connects the meshes that are generated inside the actor, but the meshes are part of a sphere, and the latitude and longitude are each I’m using a system that generates separate meshes. So, the mesh here is a curved mesh that matches the latitude and longitude.
Also, for landscape proxy actors that have a common landscape actor, UE automatically joins the edges, but is it possible to join the generated meshes assuming landscape?
sorry for the long sentence and late reply…
Thank you for your reply!!

Shino888

Possible bad idea… …load the heightmaps up in UE as streaming levels with the same landscape actor. Use the landscape tool to smooth the edges between the heightmaps. Then export each heightmap to a new unique file name. Use these new files for your meshes.

Maybe this will “fix” the gaps???